atmuc

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Viewing 14 posts - 46 through 59 (of 59 total)
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  • in reply to: Windows Store Apps Build Error #10314
    atmuc
    Participant

    for phone 8. there is no build error. i get following error when i debug my game;

    Exception: Attempt by method ‘NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
    Type: System.MethodAccessException
    Module: Assembly-CSharp
    InnerException: <No Data>
    AdditionalInfo:<No Data>
    at NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()
    at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
    at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Scripting/WinRTUtility.cpp Line: 88)

    MethodAccessException: Attempt by method ‘NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
    at NodeCanvas.Conditions.CheckEvent.Unity_Deserialize()
    at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
    at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
    (Filename: TODO Line: 0)

    A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 132 bytes)
    Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Serialize/SerializedFile.cpp Line: 1170)

    Exception: Attempt by method ‘NodeCanvas.ActionList.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
    Type: System.MethodAccessException
    Module: Assembly-CSharp
    InnerException: <No Data>
    AdditionalInfo:<No Data>
    at NodeCanvas.ActionList.Unity_Deserialize()
    at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
    at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)

    (Filename: C:/BuildAgent/work/d63dfc6385190b60/Runtime/Scripting/WinRTUtility.cpp Line: 88)

    MethodAccessException: Attempt by method ‘NodeCanvas.ActionList.Unity_Deserialize()’ to access method ‘NodeCanvas.Task+TaskAgent..ctor(UnityEngine.IUnitySerializable)’ failed.
    at NodeCanvas.ActionList.Unity_Deserialize()
    at UnityEngine.IUnitySerializable.$Invoke0(Int64 instance, Int64* args)
    at UnityEngine.Internal.$MethodUtility.InvokeMethod(Int64 instance, Int64* args, IntPtr method)
    (Filename: TODO Line: 0)

    in reply to: Windows Store Apps Build Error #10315
    atmuc
    Participant

    do you have windows 8? you could get the same errors when you attempt to build for windows store apps on unity. there are 39 errors. i do not know how to copy and paste all once. i could add screenshot.

    in reply to: Transition #9395
    atmuc
    Participant

    dynamic mean check condition always(on all unity update call). non dynamic means check condition after all actions completed.

    in reply to: Windows Store Apps Build Error #10317
    atmuc
    Participant

    is there any progress/plan for windows store apps and windows phone 8? those platforms are MUST for me. also i have to use a FSM. so if you do not plan to make nodecanvas compatible with those platform soon, i have to find a solution like starting modify your core.

    in reply to: Transition #9397
    atmuc
    Participant

    by the way, i love node canvas because always there is a solution. it is not so important to add one state more. i can easily write my custom actions and conditions and can solve my problems very fast.

    in reply to: Transition #9398
    atmuc
    Participant

    i set more than one variable 🙂 i added second state. it works like that 🙂

    you should add option like dynamic condition. check always or check on all actions completed. or i can use send event in that case like i did with playmaker.

    in reply to: Windows Standalone build error #10300
    atmuc
    Participant

    i use fast platform switch asset. maybe it cause this. i will test it another machine.

    in reply to: Action and Action List #9408
    atmuc
    Participant

    i will wait. thanks.

    in reply to: Windows Store Apps Build Error #10318
    atmuc
    Participant

    you can write a plugin for few reflection methods and call them for those 2 platforms with #if UNITY_WP8 and UNIT_METRO.

    http://forum.unity3d.com/threads/type-getmethod-missing-on-build-runtimereflectionextensions-missing-in-unity.198157/

    in reply to: Windows Store Apps Build Error #10320
    atmuc
    Participant

    if start with wp8 and windows store apps then other platforms will have limitation. 🙂

    i am sure that you can handle it with unity platform dependent defines.

    i make my games for platforms; ios, android, mac os, wp8 and windows store apps. i quit playmaker because it is not compatible with all platforms and it does not give source code. also it has no collider option on any action. so your asset is great for me. if you make it compatible with all platform it will be perfect 🙂

    in reply to: Action and Action List #9410
    atmuc
    Participant

    if new release date is not soon, i would like to get solution now.

    in reply to: Windows Store Apps Build Error #10322
    atmuc
    Participant

    additional errors;

    AssetsNodeCanvasScriptsTasksConditionsCheckFunction.cs(42,30): error CS1061: ‘System.Type’ does not contain a definition for ‘GetMethod’ and no extension method ‘GetMethod’ accepting a first argument of type ‘System.Type’ could be found (are you missing a using directive or an assembly reference?)

    AssetsNodeCanvasScriptsTasksConditionsCheckFunction.cs(42,64): error CS0117: ‘System.Type’ does not contain a definition for ‘EmptyTypes’

    in reply to: Action and Action List #9412
    atmuc
    Participant

    generally i need sequential run. assume that i need 2 itween move actions in one state.i do not want to use 2 states for this. how can i do that using 1 state?

    in reply to: Action and Action List #9414
    atmuc
    Participant

    i confused 🙂 assume that i have a state. i added 2 actions there (A and B). Will A and B tun in sequence or will they run parallel?

Viewing 14 posts - 46 through 59 (of 59 total)